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    posted a message on Display cost on a button, but don't charge the cost.

    I have an ablility that's used on a Raven. It does research for an upgrade which stops the unit from moving. To allow for the shift key to work with the upgrade (so I can have it flee before it starts the research automatically) I created an issue order ability.

    The issue order ability does not display the cost of the upgrade and I need some advice on what to do about it other than writing the cost in the tooltips. Idealy I would have the button for the issue order ability display the cost of minerals of the upgrade. Any help would be nice.

    Posted in: Miscellaneous Development
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    posted a message on Need help modifing weapon stats of cargo units

    @DrakenStark: Go

    I ended up creating a new marine unit, weapon, and effect. Editing fields accordingly.

    Posted in: Miscellaneous Development
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    posted a message on Bunker Weapon with animation and sound?

    @DrakenStark: Go

    My bunker actor and my marine actors were not setup correctly. I had fixed this issue by comparing a new map to my own.

    Posted in: Miscellaneous Development
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    posted a message on Lobby question

    @Trunk11: Go

    Now it's not going to detect each slot in each team, so different slots within the same team is not detectable. However if you don't lock the positions of the players via the game variants '(Player) Team' that should allow players to drag and drop to different teams. Hope that helps.

    Posted in: Miscellaneous Development
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    posted a message on Lobby + Teams + Starting Locations

    Just throwing this out. It's mostly handled via triggers and you'll want to create all your human player units via triggers/action definitions. Any neutral players would be handled just like a computer player would.

    http://forums.sc2mapster.com/resources/tutorials/8902-trigger-placing-identical-teams-made-from-lobbies/#p1

    Posted in: Miscellaneous Development
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    posted a message on Detecting teams with triggers impossible?

    I made a tutorial that handles teams with triggers. Starting units for human players must not be preplaced via the terrain editor though, and must be placed via triggers/action definitions.

    http://forums.sc2mapster.com/resources/tutorials/8902-trigger-placing-identical-teams-made-from-lobbies/#p1

    Posted in: Miscellaneous Development
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    posted a message on Radar ability

    @FraindorX: Go

    Just add Sensor Tower - Radar to your units behavoirs.

    Posted in: Miscellaneous Development
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    posted a message on Allies only Radar

    @Siaon: Go

    I just thoughly rechecked the behavior and found many settings for allies enemies neutral and player. each one of them seemed to do nothing when I disabled them. Is there something else I can look into?

    Edit: I'm now using 'Radar' and it's what I've been looking for, earlier I was using 'Sensor Tower - Radar'.

    Posted in: Miscellaneous Development
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    posted a message on Allies only Radar

    I'm trying to use the Sensor Tower - Radar ability, but I want to hide the white boarder over the terrain that shows around all units with the ability. Is there something I'm missing? I already know how to hide it on the mini-map. Is there anyone here who'd know and could help me?

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Placing identical teams made from lobbies)

    Update: I added a map to the tutorial which has better documentation. Do whatever with it as you like. Note that you may want to add a global boolean variable and call it "Map Started". If you're using any triggers that need to see if a player has units, have a condition for the trigger and have it see if "Map Started" is set to true.

    Lastly the uploaded map was customized via request. I don't intend to do too many more unless it's something I could improve the code with.

    Posted in: Tutorials
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    posted a message on [Trigger/Terrain/Data] Is there a Pathing Blocker for flying?

    How I'd do it is check the area the unit should be in. If it detects that there is no unit, then move the unit and make a ping to where you moved it. It may be easier if you have the builder unit in a unit group array variable.

    If there are any corners to the area just make a trigger with a local boolean. Make multiple if statements where if the unit is found it sets the boolean to true. Then make one last if statement that checks the boolean if it's false, then move the unit back to the area. The event would be unit leaves region.

    Posted in: Miscellaneous Development
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    posted a message on [Trigger] Placing identical teams made from lobbies)

    Placing starting units and setting up variables (ment for my map).

    Detecting Teams (again):

    Here I'm gathering the first player from each team (to represent each team) and putting them into another Global Player Group variable called 'Teams for Sorting'. You shouldn't need to have 'Teams for Sorting' as a global variable for this, I did it because I wanted to make sure it was being set up correctly (which it is now).

    Detecting Teams Again

    Random Placement (You can skip this if you don't want it. This may also be a little confusing.):

    Here I'm setting a integer variable called 'Static Number of Players from Teams for Sorting'. I did this to make sure that the number of teams to place wouldn't change as I'm running the loop for placement (I'm not sure it's really needed but I did it anyway to be sure it will work as intended). Next is the first part of my placement loop which is selecting a random team to place. Based on the initial random setting for my local integer variable called 'Placement Setting' (randomly either 1 or 2) I'm choosing which direction I want to place my teams incrementally (I didn't show the backwards way cause it would be a larger picture). Here's what's happening for how I wanted to place teams: 1 vs 1 team matches players will always be straight across the map from each other (local integer variable 'Place to Populate' equals 1 then equals 2). The other two teams (or single team) will randomly be placed in the last two spots on the map. Note: Going 'backwards' as I called it worked like this. 'Place to Populate' first equals 4 then equals 3, and again the last two teams randomly end up in the other two spots. Random Placement

    Setting up an Action Definition for each Team:

    Here's an 'action definition' that I'm using to place units. It works like a trigger, only you can use it as a fuction in other triggers, using a variable from another trigger (great to use in a loop). I made one for each team on the map. Once made, I created a player group 'parameter' that I put any team into to create units and set variables. I also included an if statement that checked for a second player on a team (because I made my map to where a single player team would still be equal to a two player one.) I'm not going to cover my team balancing because it's too proprietary to my map to bother with. Make your own based on your map. Action Definition

    Setting up a final Action Definition to use the others:

    Here I created one last action definition to deside which of the other action definitions to use. I used two perameters, one for the team and the other for where to put the selected team. Pretty straight forward, just continue the chain for each place to put teams. Nested Action Definitions

    Finally placing units:

    Here I'm incrementally placing each teams units. Using the final action definition I'm able to easily put each team into a random place. Add On Complete

    I'm still working on this at the moment, but this works perfectly fine and gets the job done. If there are any errors that pop-up, please leave a comment so I know and I may return to help you and myself. I may update this as I continue to work on my map and see that one is needed.

    Posted in: Tutorials
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    posted a message on [Trigger] Placing identical teams made from lobbies)

    Last Update: This tutorial is outdated. See the 14th post for a better way to do this.

    I added a map with better documentation, though it has been customized so it won't follow this thread exactly. Do whatever with it as you like. Read this for more info. Also if the walkthrough is too hard for you to follow, just download the map and look at the triggers, game variants/attributes, and player properties.

    I just recently made a map that needs 4 identical teams of 2, in which also needed allies to be placed next to each other. I'm going to go through what I did to make this possible. Since this is my first walkthrough/tutorial, I hope it's easy to follow.

    Summary (Don't worry if you don't understand it yet): I detected each unique alliance to get the teams set up as the lobby was and then placed their units and stuff via action definitions for each team.

    Here's how I did this:

    - Before you begin, just a heads up, this is what I've done for a map that had no computer players or preplaced units at all. You may have to use an 'if statement' to detect if there's any non-human player who has preplaced units and ignore it if it does. Ideally, for each human player you will have to make an 'action definition' described later for placing their units instead of placing them on the map via the terrain editor. So now's a good time to start replacing any starting units owned by human players with regions or points (which should be named well enough to let you know later what they are for).

    Detecting Teams:

    First I added all the players (My map is limited to 8 players so I only used what I needed.) into a Player Group Variable called 'Unassigned Players'. The built-in 'Allies of Player' player group does not also count the player being checked for allies; so I made my own variable (which I had called 'Allies of Player' ironically) which would include both a player and the player's allies. My own 'Allies of Player' variable was also an array which I set to 8. Detecting Teams

    Sorting Teams:

    Next I took each alliance in my 'Unassigned Players' player group, added the first alliance to a 'Team' global variable (an array of 4 by the way) I created, and then removed all the players from the 'Team' that was set from the 'Unassigned Players' player group. Pretty much just moving each alliance from one player group to another. I repeated this only as many times as I wanted teams (hense why 'Team' was an array of 4). Also while I was moving the alliances to my teams variable, I was also checking for more than 2 players in each team. I moved them all to team one, so later, I could move them into the other teams (to prevent breaking the map) one by one. Sorting Teams

    Balancing Teams:

    After sorting each alliance into a team, I now have any extra players detected in team 1. Here I push all the extra players into any holes in the teams, balancing them. (Note: This only work if you need 2 players in each team. Check the map attached to this post for another balancing setup for more than 2 players in each team.)

    Balancing Teams

    Finalizing Teams:

    Here I went through each team setting how they should treat each other. I did these individually because I couldn't think of a way to put them in a 'pick each integer' action. I'll only show the setting of enemies for the first team since it's a bit long to post all of them. Balancing Teams

    Posted in: Tutorials
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